A character needs to have a spellcasting stat of 10 + spell level to cast. There are two types of spell casters: spontaneous who know a small selection of spells they can use at any time and prepared casters who must assign spells to individual spell slots after 8 hours of sleep. When multiple characters threaten a target (regardless of position in Kingmaker) they count as Flanking and get +2 Attack bonus and may trigger special abilities, like the Rogue’s Sneak Attack.
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Reloading a light crossbow also uses a move action.īe warned that characters who willfully move past the range of a melee weapon will trigger Attacks of Opportunity: the stationary foe can attempt a free attack against the moving target. One example is level 7 Bards, who can make a performance as a move and then cast a spell. Several special class actions count as move-equivalent actions, allowing the character to make two actions by forfeiting their movement. Wearing medium or heavy armor or carrying too big of a load will reduce this value. Medium humanoids can move 30 feet, and small ones can move 20 feet. Touch AC does the opposite, bypassing physical protection, and only using the target’s dodge and Dexterity.Ĭharacters can only move so far in a round. Flat-Footed AC removes all evasion based bonuses like Dexterity and only factors in physical armor. The most common ways of increasing this value is equipping manufactured armor (most place a cap on Dexterity bonuses), having a natural tough hide, dodging, shrinking, or magic. Everyone starts with a base AC of 10 and adds bonuses and penalties. To make these extra iterative attacks a character cannot move during the round.Īrmor Class (AC) is a character’s ability to avoid damage. For example, a level 11 Fighter would have attacks of 11/6/1. But, as their Base Attack Bonus increases every 6, they gain an additional attack at a -5 decrease. Certain weapons increase the bonus damage to triple or quadruple or the threat range to 19 and 18.īy default, a character can only attack once in a round. A second attack roll is made against the same Armor Class to see if double damage is dealt. Additionally, on a 20 critical damage is threatened. When AC is hit, damage dice of a weapon are then rolled, along with bonuses from Strength (sometimes Dexterity based on class abilities), circumstance, or magical bonuses. This is negated with the Precise Shot feat. Ranged attacks work in the same manner, but attackers take a -4 penalty if an ally is in melee with the target. The total of the attack must equal or beat the target’s Armor Class. If a 1 is rolled the attack automatically misses, if it is a 20 it automatically hits. Attack value is a character’s Base Attack Bonus from their class levels + Ability Score (Strength or Dexterity) + any bonuses for equipment, or spells, or circumstances + a 1D20 roll. 20-sided dice (xD20) are used to determine random outcomes.Īttacking is a common action used in combat. When a character has completed their turn they will hold in place until the next 6 seconds. Also improves the Cleric’s Channel Energy healing (or damage), and the skills Persuasion and Use Magic Device.Įvery 6 seconds represents a combat round where characters take turns making actions. Charisma: affects the power of spells used by Paladins, Bards, and Sorcerers.Increases will Saving Throws and the skills Perception, Lore Nature, and Lore Religion. Wisdom: increases the potency of spells used by Clerics, Inquisitors, Rangers, and Druids.Also increases the amount of skill points and the power of skills Knowledge Arcana and Knowledge World. Intelligence: increases the potency of spells used by Wizards, Magus, and Alchemists.Constitution: grants a bonus to HP and Fortitude saving throws.Dexterity: increases ranged attack (or melee attacks with the Finesse feat), armor class, reflex saving throws, turn order, and the skills Mobility, Stealth, and Thievery.Strength: increases melee attack, damage of melee and ranged weapons, carrying capacity, and the Athletics skill.For example, a character has a +6 enhancement Strength, the spell Bull’s Strength (+4 enhancement) would give them no benefit. Bonuses of one type usually do not stack, only the highest is used. Ability scores can be raised every 4 levels or with certain equipment. An average score is 10-11 which gives 0 bonus or penalty every 1 score above these gives an additional +1 bonus, and 1 below a -1 penalty. All characters have six Ability Scores assigned at creation.